Joined At The Hip. Additional walls of flesh creatures may be placed adjacent to the original, these make up unique and individual segments to the wall. The combined wall of flesh monsters share a total hit point pool when this reaches zero the entire wall will crumble and fall to the ground. Each additional segment of a wall of flesh adds 20 (6d6) points to its total hitpoint pool. adjacent segments operate on the same initiative step but may take independent actions and count as separate targets in terms of both spells and attacks.
Only As Strong As the Weakest Link.
When any segment takes over 20 points of damage it will crumble and fall apart. any segments within 5 feet of where a segment has died may take a reaction to lose 3d6 hit points a spawn another wall of flesh. the new wall of flesh has a total of 10 hit points and may only use the following actions: Hands of the dammed and body absorption.
The dammed. A wall of flesh has the abilities of those who have been absorbed into its grim architecture -
for each segment of a wall of flesh roll a D20 to decide what special trait it has
1-5 - The segment of the wall of flesh may make grapple checks at advantage
6-10 The segment of the wall of flesh has a reach of 10 feet
11-13 The segment of the wall of flesh may use a bonus action to rage as if it were a level two barbarian
14-16 The segment of the wall of flesh may transmute its hit points to adjacent walls of flesh segments.
17-18 The segment of the wall of flesh forces players to make a DC 11 Wisdom save when attacking as it wails and screams in agony. if the save fails they must may their attack at with disadvantage
19-20 The segment of the wall of flesh has 1d4+1 charges and may spend them as an action to spawn a zombie that it controls. when that segment of the wall of flesh dies all zombies spawned by it are reduced to a bloody pool and immediately die with it.
Body Absorption. A target that is grappled by a wall of flesh must make a DC 12 CON save or take 2d4 acid damage, the wall of the flesh is healed for any acid damage dealt this way. If a target is killed by this action or it is performed on an unconscious creature it is fully absorbed into the wall and becomes a part of the creature.
Hands of the dammed. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) [bludgeoning] damage. A target hit by this attack is forced to make a grapple check as the hands desperately cling to the targets flesh.
Vile Tantrum. RangedWeapon Attack: +2 to hit, range 10/50 ft., 1 target. Hit: 5 (2d4 + 1) [Acid] damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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